您需要 登录 才可以下载或查看,没有账号?注册
x
Tank Fabrics – Prop Breakdown – Konstantin Gerhald 坦克面料 – 道具分解 – 康斯坦丁·格哈尔德
Goals The main goal was to finally learn the fabrics pipeline and to make it as realistic as possible. The best instrument for this is, of course, Marvelous Designer. I decided to try making some military vehicle fabrics. 目标 主要目标是最终学习织物管道,并使其尽可能逼真。当然,最好的工具是Marvelous Designer。我决定尝试制作一些军用车辆面料。 Software I used Marvelous Designer for the cloth simulations themselves. Blender for some mesh corrections, UVs, and rendering. Substance Painter for texturing process. 软件 我使用Marvelous Designer进行布料模拟本身。用于某些网格校正、UV 和渲染的 Blender。用于纹理过程的物质绘制器。 References 引用 For the main references, I used some real fabric examples and a couple of CG works. 对于主要参考,我使用了一些真实的面料示例和一些CG作品。 Before I started I watched a couple of lessons around youtube. Especially 2 of them from helped a lot. 在我开始之前,我在youtube上看了几节课。 Before diving into cloth simulations, I import a reference model, that is used as a real collider for simulations. In my case, I used a couple of my tanks as you can see (pic.02) 奇妙的管道 (织物 01) 在深入研究布料模拟之前,我导入了一个参考模型,该模型用作模拟的真实对撞机。在我的情况下,我用了我的几个坦克,正如你所看到的(图02) When the models are set up – we are good to start messing with the fabrics itself. 当模型设置完毕时,我们就可以开始弄乱面料本身了。 For the first one – I simply created a rectangular piece of fabric (roughly good by dimensions – nothing too precise). Then I rolled it into a tube using “Select mesh tool” and rotating it all the time. From time to time I sewed the fabric with itself to make it more stable (pic.03) 对于第一个 - 我只是简单地创建了一块矩形织物(尺寸大致不错 - 没有什么太精确的)。然后我使用"选择网格工具"将其卷入管中,并一直旋转它。我不时地用自己缝制面料,使其更稳定(图03) When it was rolled – the next task was to fold it in half. For this I created a long piece of fabric and froze it. I used it as a barrier for throwing over it. 当它被滚动时 - 下一个任务是将其折叠成两半。为此,我制作了一块长长的布料并将其冷冻。我用它作为投掷它的障碍。 The next thing I did was to create the actual belts that hold the fabric. These were simply 2 short pieces of fabric with a rough length of belts. I pinned them to the actual place where they were supposed to be using the “Tack on avatar” tool, placed my fabric underneath and started simulation. 接下来,我做的是创建固定织物的实际皮带。这些只是2块短布,皮带长度粗糙。我把它们固定在他们应该使用"钉在头像"工具的实际位置,把我的布料放在下面,然后开始模拟。 After a couple of iterations with the belts length/material settings, I got the final variant. 在对皮带长度/材料设置进行了几次迭代后,我得到了最终的变体。 Before exporting the fabric – I quadrangulated it because I wanted to add a subdivision modifier later + quads always feel sexier. 在导出面料之前 - 我将其四边形化,因为我想稍后添加细分修饰符+四边形总是感觉更性感。 After packing the UVs in Blender, adding Subdiv LVL 2 – I exported the model into Substance Painter. 在Blender中打包UV后,添加了Subdiv LVL 2 - 我将模型导出到Substance Painter中。 Substance Painter pipeline (fabric 01) 物质喷漆管线 (织物 01) First of all – you should bake all the necessary additional maps into the Bake section (except for the Normal and ID in this case). This will help us while using smart stuff. 首先 - 您应该将所有必要的附加地图烘焙到烘焙部分(在这种情况下,除了法线和ID)。这将在使用智能东西时帮助我们。 For the actual fabric material I used a fabric generator from poliigon.com, that was purchased about a year ago. (Amazing work, Andrew!) 对于实际的织物材料,我使用了大约一年前购买的 poliigon.com 织物发生器。(了不起的工作,安德鲁! After setting up the fabric material I overlaid the next stuff: 设置织物材料后,我覆盖了接下来的内容: Damaged fabric textures. I used free versions from Milad Kambari Some mud Oil leaks Painted metal stuff and fabric stitches along the border Leather and metal were just basic SP materials. 织物纹理受损。我使用了米拉德·坎巴里的免费版本 一些泥浆 漏油 沿边框的彩绘金属制品和织物缝线 皮革和金属只是基本的SP材料。 Marvelous pipeline (fabric 02) 奇妙的管道 (织物 02) Now the second interesting fabric – the gun mask for T90A tank. 现在第二个有趣的面料 - T90A坦克的枪面具。 First – I checked how the fabric seams are situated on the references and decided to create this mask using 4 pieces. 首先 - 我检查了织物接缝在参考文献上的位置,并决定使用4件制作此面具。 After importing the tank turret – the only hard thing was to get the right dimensions/shapes of the fabric pieces. This is where I spent around 3-4 hours. Can’t say I’m totally satisfied with the result, but here is where I came in the end. 进口坦克炮塔后,唯一困难的事情就是获得织物件的正确尺寸/形状。这是我花了大约3-4个小时的地方。不能说我对结果完全满意,但这就是我最终的成就。 Same thing with UVs and Subdiv in Blender and exporting to Substance Painter. BLENDER中的UV和Subdiv也是如此,并导出到Substance Painter。 Substance Painter pipeline (fabric 02) 物质喷漆管线 (织物 02) Very similar layers here, except that the fabric was actually leather. 这里的层非常相似,除了面料实际上是皮革。 Rendering I use Blender`s Cycles for the render. 渲染 我使用Blender's Cycles进行渲染。 My lighting usually consists of HDRI + Rim light + Sidelight (if needed). For the HDRI I used the “Museumplein” from HDRI Haven () 我的照明通常由HDRI + 轮辋灯+侧光(如果需要)组成。对于HDRI,我使用了HDRI Haven的"Museumplein" The lights I use in the scene are Sunlights with a big enough Angle (usually 15-20 degrees) and not too big power (0.5-2). 我在场景中使用的灯光是角度足够大(通常为15-20度)且功率不太大(0.5-2)的阳光。 What about the camera – the important thing I learned some time ago is to set the Focal length so smth much bigger than default settings. I usually use 80-120mm. 相机怎么样 - 我前段时间学到的重要事情是将焦距设置为比默认设置大得多。我通常使用80-120mm。 For the postwork on the render, I use a cool free Photoshop add-on, called “Nik Collection”. It helps create any sorts of effects (like contrast/saturation/small dirt patches/vignette/etc), very fast and very cool– recommended! 对于渲染的后期工作,我使用了一个很酷的免费Photoshop附加组件,称为"Nik Collection"。它有助于创建任何类型的效果(如对比度/饱和度/小污垢补丁/晕影/等),非常快速,非常酷 - 推荐! And here we are with the final result: 在这里,我们得到了最终结果: Conclusion 结论 If this article will help someone to increase the quality of their work by at least 1% – then it should be worth writing it! 如果这篇文章能帮助某人将他们的工作质量提高至少1%——那么应该值得写它!
|